gzdoom-gles/src/g_heretic
Christoph Oelckers e0608f50d1 - create a separate translation table for Heretic's rain pillar.
These objects are supposed to be bright, but the standard translations for player do not take this into account, creating dark and/or invisible projectiles depending on the color being used.
The new translation uses hue and saturation from the player color, but combines brightness from the original color with the one for the player in an 8:2 ratio, so that no matter for the player color, these always remain bright and visible.
2016-02-01 10:45:33 +01:00
..
a_chicken.cpp - let's make some use of AActor::Pos and get rid of some of those X() and Y() calls... 2016-01-18 21:01:52 +01:00
a_dsparil.cpp - all those 'actor->SetZ(actor->Z() +...) calls weren't pretty so now there's an AddZ method, too. 2016-01-18 22:32:36 +01:00
a_hereticartifacts.cpp - all those 'actor->SetZ(actor->Z() +...) calls weren't pretty so now there's an AddZ method, too. 2016-01-18 22:32:36 +01:00
a_hereticimp.cpp - refactored most of Heretic's game code. 2016-01-18 20:13:20 +01:00
a_hereticmisc.cpp - all those 'actor->SetZ(actor->Z() +...) calls weren't pretty so now there's an AddZ method, too. 2016-01-18 22:32:36 +01:00
a_hereticweaps.cpp - create a separate translation table for Heretic's rain pillar. 2016-02-01 10:45:33 +01:00
a_ironlich.cpp - all those 'actor->SetZ(actor->Z() +...) calls weren't pretty so now there's an AddZ method, too. 2016-01-18 22:32:36 +01:00
a_knight.cpp - keep evaluation order of Random() calls defined. 2016-01-20 09:25:30 +01:00
a_wizard.cpp - P_DamageMobj() now returns the amount of damage actually done so that the bleed functions 2013-01-02 04:39:59 +00:00